comandantecobra's Forum Posts

  • 4 posts
  • Uh, that's a cool feature i totally ignored. I divided design "concepts" into different event sheets (powerups, for example, with all the events related to every element of the game that increases its power) but it was confusing anyway because of the lack of groups.

    You are one of the creators of that lovely wonderful game with the flying demon, right? Very nice job, well done.

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  • Thank you for the suggestions. In the end, i did it with image points and variables to understand if the block is attached and which kind of block it is (gun, armor, thruster). Unfortunately, it didn't work very well and i scrapped it from the design (it was for a project at university so i just had to produce something quickly, avoiding cool but time-eating features).

  • In my last small projects i'm using the "include event sheet" alot, dividing almost every piece of the game engine so i can change stuffs without much pain. It seems to work fine for me and i guess it must be a common strategy.

    But i was wondering how other people get their events organization while constructing (lovely verb!).

  • and binding their movements together?

    My idea is to create a basic shooter with a "growning" space ship. Just imagine the spaceinvaders sprite, made of big squares or blocks. Once an enemy is destroyed, could spawn one of those blocks and the player should be able to catch them and add them to his ship. The new block should be spawned at the right coordinates and move together with the ship.

    Any idea of an elegant way to do it?

  • 4 posts